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En djupdykning i Subnauticas utvecklingsprocess: En case-studie av kommunikationen mellan spelutvecklare och användare under Early Access
University of Gävle, Faculty of Education and Business Studies, Department of Humanities.
University of Gävle, Faculty of Education and Business Studies, Department of Humanities.
2024 (Swedish)Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
Abstract [sv]

Sammanfattning: Denna uppsats har som syfte att undersöka spelet Subnautica som case inom ämnet Early Access, med särskild inriktning på kommunikationen mellan spelets användare och spelutvecklarna, företaget Unknown Worlds. Vi har genom en kombination av en textanalys, multimodal analys och utvalda teorier,- samt tidigare forskning av Early Access som en arbetsmetod- undersökt kommunikationen från Unknown Worlds via deras egna patch-notes-sidor, och spelarnas kommunikation via Subnauticas egna feedbackarkiv. Sedan har vi löst dragit ihop dessa tillsammans med helhetstranskriberingar av spelets nuvarande version. Vi har kommit fram till att Unknown Worlds har försökt att anpassa sig så mycket som möjligt till användarfeedback, så användarna har haft en stor roll i spelets skapelse. De har genom sin kommunikation velat skapa en koppling med sin publik och göra ett så användaranpassat spel som möjligt samtidigt som de höll sig till sin egen vision och var villiga att säga ifrån när något inte var möjligt. Spelarna däremot har haft en stark vilja till att spelet ska uppfylla specifika krav. Reaktionerna på spelinnehåll har ofta varit blandade, men en stor del av användare känner ett behov av att dela med sig av sina berättelser i spelet, även om ingen läser dessa berättelser. Uppsatsen rekommenderar vidare forskning inom ämnet, särskilt på ett Early Access-spel som inte har lyckats, för kontrastens skull.

Abstract [en]

Abstract: The purpose of this essay is to do a case research about the video game Subnautica, within the subject of Early Access, focusing on the communication between users and the game developers. A company called Unknown Worlds. Our research methods have combined the use of a text analysis, a multimodal analysis, and a selection of research theories, as well as previous research about the topic of early access. With this method we’ve researched the information communicated by the developers from their patch notes, and communicated by the users via Subnautica’s own archived feedback. After which we’ve loosely gathered these together with self-made transcriptions from the current build of Subnautica.According to the results, Unknown Worlds has tried to adapt to player feedback as much as possible, which means the users have had a big part in the game’s development. Through developer communication, they’ve wanted to connect to their audience and create a game that’s as suitable for the players as possible, meanwhile sticking to their own vision and being able to let the audience know when something they wanted wasn't possible..The users on the other hand possessed a strong desire for the game to fulfill their requirements. Players have had mixed opinions of the content added during the early access phase. But a large number of users feel the desire to share their in-game experiences, regardless of whether these experiences even get read. This essay recommends continued research about the topic. For the sake of contrast, it would be a good idea to focus on early access games who failed during development. 

Place, publisher, year, edition, pages
2024. , p. 73
Keywords [sv]
Subnautica, Spelutveckling, Användarinteraktion, Early Access, Feedback
National Category
Media and Communications
Identifiers
URN: urn:nbn:se:hig:diva-45283OAI: oai:DiVA.org:hig-45283DiVA, id: diva2:1886067
Subject / course
Media and communication studies; Media and communication studies
Educational program
Study Programme in Media and communication; Study Programme in Media and communication
Supervisors
Examiners
Available from: 2024-08-13 Created: 2024-07-29 Last updated: 2025-10-02Bibliographically approved

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Citation style
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